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V 6.80 build 118
Added: The server now sets simulation on/off and damage on/off for all objects listed in _missionLandscape and spawned at dynamic missions. Default missions updated.
Added: lists of armed vehicles from which you can choose those you wish to spawn at vehicles broken down by category (wheeled, traced APC, Tank, etc)
Added: Three constants that define how far away missions are from certain ingame bases, players and towns when they spawn. These were previously embedded in the code but not configurable.
blck_minDistanceToBases = 900; Minimum distance from any freq jammer or flag
blck_minDistanceToPlayer = 900; Minimum distance from any player
blck_minDistanceFromTowns = 300; Minimum distance from cites or towns.
Fixed: Alive AI counts were not disabled by blck_showCountAliveAI = false.
Fixed: The number of dynamically spawned underwater missions was not correctly set by blck_numberUnderwaterDynamicMissions.
V 6.79 BUILD 116
Added: optional count of alive AI at missions (blck_showCountAliveAI = true;_
Added map-specific information for Lythium.
Added optional definitions of AI Patrol Vehicles based on AI Difficulty (blue, red, green, orange).
Added ability for players to enter and fly mission helis.
Fixed issues with AI vehicles not being unlocked when all AI were killed.
Please note: several useless files were removed from the debug folder that goes in your mission.pbo.
DESCRIPTION
This update represents an almost complete re-write from the ground up of the original blckeagls mission system 2.02, to which a link is shown below.
https://epochmod.com/forum/topic/30063-blckeagls-ai-mission-version-202-release-122015/
Most of the mission system has been redone or extensively revised.
Features:
Built-in support for Epoch and Exile mods.
Toggle between default and fully militarized missions with a single parameter.
Dynamically spawning missions; support for multiple missions of a particular type (e.g., 3 Red, 2 Blue, 1 Orange, 1 Green).
Dynamically spawning underwater missions at which surface vessels, SDV patrols, helis, and nearby land units such as vehicles, static HMGs, and infantry can be spawned.
Support for static AI vehicle, air, emplaced or infantry, each of which can be customized for skill, position, and respawn timer.
Support for static Missions described by a mission template.
Addon modules include:
Time acceleration.
Map Addons spawner (useful for running scripts to add objects to the map at server startup)
Static Loot Spawner (used to spawn loot crates at specific locations at server startup; useful for static missions or AI strongholds).
Credits:
Epoch Mod developer team.
blckeagls - Original developer of mission system 2.0.2
Narines - bug fixes and improvements.
Bill (DBD Clan) example compositions.
cyncrwler for help with troubleshooting and testing
Brian Soanes for helpful changes and performance tweaks.
Grahame for many rounds of testing and feedback.
zxbutchxz for extensive testing of AI behavior.
* Additional Credits include authors of other missions systems who's work influenced this release:
Face (A3EAI)
KiloSwiss (SEM)
Hogscrapper (HC missions for A3)
the Vampire (DZMS and VEMF)
The FUCHS (EMS)
lazylink (early A2 Epoch mission system)
Matt11 (Wicked AI) Updates:
DOWNLOAD
Mission system
https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC
Modified IgiLoad to load crates on SDV
https://github.com/Ghostrider-DbD-/IgiLoad
Installation:
Please see Installation.txt in the download for details.
License
This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/

Hollow's
www.CraftDoge.com
On my server The missions range from expert to insane, so i wanted to make a mission that's lightweight and just fun.
Thus The Bunny Ranch was born ^^
Mission spawns a whorehouse and several roaming prostitutes. The theme is the ranch owner has been beating his girls again and its up to you to teach him a lesson, He is armed with a golden AK and two bodyguards.
in the building is a large "safe" filled with currency items for my server so you might want to edit to fit yours.
Also this will have a custom map marker.
You will already need to have WAI installed on your server
you can find it here:
INSTALL:
Download BunnyRanch.zip here: [Download]
Open your dayz_server.pbo
open the folder "WAI"
open the file AIconfig.sqf and below this
/// 4 ///
ai_gear4 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemRadio","ItemFlashlight"]
];
add this
/// 5 ///
ai_gear5 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemRadio","ItemFlashlight"]
];
/// 6 ///
ai_gear6 = [];
and below this
/// 4 ///
ai_wep4 = [
["RPK_74","75Rnd_545x39_RPK"],
["MK_48_DZ","100Rnd_762x51_M240"],
["M249_DZ","200Rnd_556x45_M249"],
["Pecheneg_DZ","100Rnd_762x54_PK"],
["M240_DZ","100Rnd_762x51_M240"]
];
add this
/// 5 ///
ai_wep5 = [
["AKS_GOLD","30Rnd_762x39_AK47"]
];
/// 6 ///
ai_wep6 = [];
open up your missionini.sqf
found at WAI\missions\missionini.sqf
and below this
Small_Gun_Box = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\missions\compile\SmallGunBox.sqf";
Add this
Bunny_Safe = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\missions\compile\Bunny_Safe.sqf";
in the same folder open your missionCfg.sqf
and add this
"Bunny_Ranch"
to your missions list, remember each mission should be separated with a , except the last one.
Next open your SpawnGroup.sqf
can be found at WAI\compile\SpawnGroup.sqf
Below this
case 4 : {_aiweapon = ai_wep4;};
add this
case 5 : {_aiweapon = ai_wep5;};
and below this
case 4 : {_aigear = ai_gear4;};
add this
case 5 : {_aigear = ai_gear5;};
Finally open the BunnyRanch.zip you downloaded and move
markers2.sqf & Bunny_Safe.sqf
to
WAI\missions\compile
and move Bunny_Ranch.sqf
to
WAI\missions\missions
repack your pbo, and upload.
Enjoy!
Credits: This is a rewrite of the Mayor's Mansion Mission, created by williamjbrown
Credit to Matt L for help

Hey,guys. Closed sorry
So, I wrote this mission based on the the example mission from WAI
This is fairly easy to install, but you need to have WAI installed in server.pbo.
Mission Plot:
It's Benlate, OMG, guys, we gotta take him down.
-Two optional ending of the mission:
1.This is not the real Benlate, we just killed a group of Middle East bandits.
2.Yes! We did it, Benlate is now died.
Screenshots:
- Screenshots of Benlate mission and real benlatemission:
https://www.dropbox.com/sh/zt19qpgi8hm4byf/AAA7NohKmvzq51WgxQiUyMRQa?dl=0
Requirement:
-PBO to pack mission file
-WAI
Installation:
---Download and install WAI to your server.pbo
Link :
---Create file named benlate.sqf and real_benlate.sqf dayz_server\WAI\missions\hero
In benlate.sqf, copy and paste:
In real_benlate.sqf, Copy and paste
---Edit the config.sqf :
find
// Missions
wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
["black_hawk_crash",12],
["armed_vehicle",10],
["bandit_base",10],
["captured_mv22",10],
["ikea_convoy",12],
["destroyed_ural",12],
["disabled_milchopper",12],
["mayors_mansion",10],
["weapon_cache",12]
];
the missions you have may be different from me, and the number after the mission name is the chance of the mission will happen
Example: ["mission_name",chance in %]
---Add in benlate and real_benlate
so it would look like this
// Missions
wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
["black_hawk_crash",10],
["armed_vehicle",10],
["bandit_base",10],
["captured_mv22",10],
["ikea_convoy",10],
["destroyed_ural",10],
["disabled_milchopper",10],
["mayors_mansion",10],
["weapon_cache",12],
["benlate",4],
["real_benlate",4]
];
Make sure the number add up to 100.
Now you are done!
Repack your server.pbo to try out the missions :D
Let me know if there is any problem with the mission.

14 FEBRUARY 2018 - INSTALLATION INSTRUCTIONS UPDATED (REMOTE EXEC WHITE LIST)!
04 FEBRUARY 2018 - WE ARE ON v002!
Thanks to the Discord pals for helping in tailore BRPVP Zombies to Epoch.
Hi:
My name is Donnovan and i bring here the BRPVP Zombies for Epoch Mod.
(You can know more about BRPVP here: http://www.brpvp.com)
BRPVP Zombies are made of: code, +code, some few images and sounds.
Here the files v002 (size 432Kb):
4 February 2018 - https://drive.google.com/file/d/1ANHL_SaFdKlJOLrDV6CakOD7HTNwVr4T/view?usp=sharing
License:
http://creativecommons.org/licenses/by/4.0/
You must use the words "BRPVP zombies" or "BRPVP-Z" in your server name and give proper credits to the Author (Andre Luis AKA Donnovan).
BRPVP Zombies was done completelly stand alone, but with Epoch in mind.
BE Filters Info:
1 - The variables set on zombies and target, with setVariable, have the prefix "brpvp_", for easy BE Filter management.
2 - BRPVP Zombies make use of 3 public variables, the variable names start with "BRPVP_" for easy BE Filters management.
Remote Exec White List:
You need that in your description.ext:
class CfgRemoteExec {
class Functions {
mode = 1;
jip = 0;
class BRPVP_remoteExec {
allowedTargets = 0;
jip = 1;
};
};
};
If you already have a class CfgRemoteExec {...}; declaration in your description.ext you will need to merge the above with the one you have.
Custom Epoch "FiredMan" Event Handler:
Get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file EPOCH_custom_EH_FiredMan.sqf (see https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf).
description.ext file:
BRPVP Zombies have some sound declarations in description.ext. You will need to merge it with your description.ext.
Gameplay:
BRPVP Zombies add two types of zombies:
1 - Fixed zombies in infected cities: they stay on some cities and can be triggered from near or from far, with your proximity or with bullet hit.
Here the configuration for fixed zombies and infected cities:
//FIXED ZOMBIES ON DEDICATED SERVER
BRPVP_fixedZombiesAmount = [
[[1],[10],35,["NameVillage"]],
[[1],[10],35,["NameVillage"]],
[[1],[10],35,["NameVillage"]],
[[1],[10],35,["NameVillage"]],
[[2],[15],40,["NameVillage"]],
[[2],[15],40,["NameVillage"]],
[[2,3],[40,60],100,["NameCity","NameVillage"]],
[[4,5],[120,160],150,["NameCityCapital","NameCity"]]
];
BRPVP_fixedZombiesReviveTime = 1800; //SECONDS TO A FIXED ZOMBIE TO REVIVE, THEY ONLY REVIVE IF THERE IS NO PLAYER NEAR
Reading above, you will have 8 infected cities on your mission.
Explaning line 7: [[2,3],[40,60],100,["NameCity","NameVillage"]]
Zombies will have its force random selected from 2 or 3, they will be in number of 40 if force is 2 and will be in number of 60 if force is 3. The spawn radius in the city will be 100 meters, and the city selected for those zombies will be randonly picked from the list of Cities and Villages provided by the map.
2 - Context spawned zombies: those zombies will spawn when you are in places with near houses or buildings. You can avoid those zombies to spawn by obscuring your self like walking near walls, entering in houses, going crouch or prone, stay high from the ground, stay near big objects like wreck cars and all kind of objects or group of objects that can block the perception of you.
Configuration:
All the BRPVP Zombies configurations can be found in this file: brpvp_zombies_config.sqf.
Older files:
v001: https://drive.google.com/file/d/1Q4cavJQdqwxcz-O6DBFo_fKfEG-_g8bj/view?usp=sharing

I do NOT give hosts permission to ask money for installing this on people's servers.
ZCP - Zupa's Capture Points
Current Version 2.0
An independent addon for your Epoch server.
This will spawn random bases (How many you configured) on the map which the player can go to and start capturing.
This does not involve any AI. This addon focuses to direct PVP action more to those places for people that actually want the danger.
How it works:
Players will get a notice that a camp has been set up that they can capture.
If they look on the map they can see the marker with a certain color:
Green -> Not being captured and not contested.
Purple -> Being captured by a player ( and his group) and not contested.
Red -> Being captured and being contested by someone else.
Ariving at the spot there will be a base to give a little battle arena / defending position.
A message will warn all players that a player started capping that specfic point.
This base will vanish 1 minut after being captured succesfully.
If someone died while capping. The capping status will be handed over to a new player in the zone. Timer is reset and you will be announced again on the right side of the screen.
Group members does not effect contesting.
Winner will receive a cash reward directly into their wallet.
Future version will hold more features.
Extra notices:
You can make own bases and add them in the right folder and in the config. First object is the cappoint. Position does not matter, the script recalculates the positions ^^
Use M3Editor to build bases because the scripts uses that sqf markup.
Cappoints will choose a random base from the base list config each time they spawn.
Easy to configure configs.
No AI.
Low influence on server performance.
Easy to install ( very fucking easy)
Best experienced on more populated servers, Cus this creates PVP. Not effective for PVE as long as there are no AI.
I might add an AI option later that attacks the cappoint.
Maps
This works on every map.
But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base).
Make a little base yourself for example and put it in base1.sqf
Ill make a full non AIA base myself this evening.
Planned Features
Visual Timers
AI option
Contesting pauses cap time.
...
Changelogs 1.1
[Added] configs to calculate price on the amount of players online.
[Added] configs to delay spawning until a specific amount of people are online.
[Added] config to define time to wait for base cleanup.
[Added] Anouncements on halftime and 1 minut mark for capturing.
Changelogs 2.0
[added] Reward system : Krypto / Vehicle drop / Weapon or Build box.
[added] More configs
[added] More checks
[fixed] Epoch 0.3 Krypto rewards.
[changed] Code cleanup and optimization.
Github - Code
https://github.com/DevZupa/ZCP-A3
Install Instructions
1) Pack the a3_epoch_server_zcp into a pbo and place it in the @epochive/addon folder of your epoch server.
2) Add zcp.sqf to your mission
3) Call zcp.sqf from init.sqf or anywhere u want :)
execVM "zcp.sqf";
DONE.
CONFIG
Edit the boxes, cus they are really default ^^. Vehicle reward is disabled by default cus they don't save after restart without changin epoch code.
Example Logs
8:01:25 [ZCP]: Giving server some time to boot.
8:03:47 [ZCP]: Initiate Zupas Capture Points
8:03:47 [ZCP]: ZCP No 0 started.
8:03:47 [ZCP]: ZCP No 1 started.
8:03:47 [ZCP]: All Capture Points are running.
8:03:47 [ZCP]: Waiting 79 secs for next cap point.
8:03:47 [ZCP]: Waiting 80 secs for next cap point.
8:05:09 [ZCP]: Cap Point Alpha :Spawning dynamic on [11174.8,7836.09,0]
8:05:09 [ZCP]: Cap Point Alpha started.
8:05:12 [ZCP]: Cap Point Beta :Spawning dynamic on [3919.28,11111.1,0]
8:05:12 [ZCP]: Cap Point Beta started.
9:31:01 [ZCP]: Ansgar won Cap Point Alpha
9:31:02 [ZCP]: Cap Point Alpha cleaned up and ended.
9:31:02 [ZCP]: Waiting 119 secs for next cap point.
9:33:14 [ZCP]: Cap Point Alpha :Spawning dynamic on [2905.8,5070.86,0]
9:33:15 [ZCP]: Cap Point Alpha started.
9:59:10 [ZCP]: m0nster [MUR] won Cap Point Beta
9:59:11 [ZCP]: Cap Point Beta cleaned up and ended.
9:59:11 [ZCP]: Waiting 147 secs for next cap point.
10:01:46 [ZCP]: Cap Point Beta :Spawning dynamic on [9335.61,11222.1,0]
10:01:46 [ZCP]: Cap Point Beta started.

Hi,
Im using wai missions on my server but i wanna set some statics.
I see that wai support static missions. Can someone points me with an example or maybe a ready static mission which i coukld edit to my needs?
Tnx

Hello all !!!
I have serious issues with WAI Mission
I followed the steps from here : https://github.com/f3cuk/WICKED-AI
and took the files from there as well, but it looks like its a serious fiesta in my RPT because of those lines :
"Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Single"
"Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Burst"
"Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and FullAuto"
I have like 10000 lines from that everytime AI spawn on the map. I suspect the function.sqf where you can find that :
if (count _ammoArray > 0) then {
_result = _ammoArray select 0;
call {
if(_result == "20Rnd_556x45_Stanag") exitWith { _result = "30Rnd_556x45_Stanag"; };
if(_result == "30Rnd_556x45_G36") exitWith { _result = "30Rnd_556x45_Stanag"; };
if(_result == "30Rnd_556x45_G36SD") exitWith { _result = "30Rnd_556x45_StanagSD"; };
};
};
_result
Can someone help me to fix that ? Any idea ?

I created a mission with the WAI Example.
this is the result:
i placed some other buildings on that location in another file (which works fine), which are standing there all the time (i wanted that so)
my question is how can i make this mission spawn always on restart and then not again?
also that the fiberplants don't despawn after mission cleared?
also no timeout for the mission?
and is there any other mistake in that script?
Here is my WAI config.sqf because of the loadouts:

Hello, i would like to show mission/event announcements instead of my debugmonitor ( for a period of time). So when a mission or event starts, the debug should go away, and the announcement should be shown for a few seconds. Currently the event announcement is flashing up for a second. I tried to add "sleep 5;" to the remote-script, but it didnt work. Can anyone please help me? _hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Attention</t><br/><t align='center' color='#ffffff'>Mission description!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage";

Hi there. I've seen on a server I've been on a script for a Convoy and a Communications Center. Only script I can find is ZevMissions but I can't get it to work and by the looks of things the creator doesn't come on the forums anymore. Anyone know of an alternative to this or if anyone plans on making one ?

Hello i need some help, i cant seem to find a way to make a safe when placed down to have a code set to 0000 or somthing along those lines.. i want to make a mission out of it. If you can help i well be happy if you can :)

DayZ Campaign System
[DevBlog] [Alpha release soon] ["Community Ideas Collection Pot"]
So I would like to start the development on this again due to many requests, I hope this will be a great and cool addition to DayZ and will make the game more "new" again.
Here I would like to collect/share and develop the ground structure into something great.
Please share your ideas on possible Missions/a story/checkpoints etc.!
So, what is the "DayZ Campaign System" ?
Well, it basically creates the Story/Mission system for DayZ just like most games have nowadays.
A Mission system split up in chapters which complete after successfully completing each chapters checkpoints.
In the end you will know secrets about DayZ's story and how each Map became a zombie invested world. It will also give Players loot, vehicles, action and more fun.
So, why would the Players play the mission more than once? If it's the same story?
Well, the goals I have in mind are:
- Depending on your decisions within the missions you choose a path, so each time making different decisions will bring you different content.
- Also, each Map will have its own story, so you will always want to play all maps, and it will also populate all regions of DayZ, so everyone will see all sides of each Map.
- In addition there will be secret "Easter eggs" which basically are hidden loot spawns within the missions.
So this is where we are at the moment:
Ground structure done:
- Interactive Checkpoints/AI Spawns
- your "overwatch team leader"
- Loot Spawns
- decisions of the players change the course of the story
- explosions/gimmicks to make it interesting (different events)
My goals:
- Servers can choose from different locations to adjust it to their server needs (different campaigns or the same one in different areas)
- Easy config file to adjust difficulty/Length/spawn time/respawn time (if at all)
- More gimmicks (mines, tanks?, action loaded!)
- creation of Easter eggs within the missions to make it fun and interesting each time (special hidden rewards etc.)
Community ideas:
- SHARE THEM! :D
First release: More info soon!
Stress test release (Major Mission System): More info soon!
Progress: [[0%][5%][10%][15%][20%][25%][30%][35%][40%][45%][50%][55%][60%][65%][70%][75%][80%][85%][90%][95%][100%]]
Big credit to Vampire for his AI Spawn script and ground structure from his mission system since it is one of the key parts of a good mission system (may change to a self developed one soon but for now BIG CREDIT TO HIM, it made this project possible!)

Welcome to the AI Mission forum.
Yes, we all want to make missions and put our mark on the game, give our players what they ask for and add our own ideas to the mod. Well, we welcome it and here is the place.
Here we talk about .sqf and .fsm, configs, init.sqf, whatever is involved in creating a mission.
Ask it, Code it, Post it !
Rules:
1) No Politics, long debates - Talking about how something, somewhere on the internet is not fair, or who said what ! Debate the merits of coding methods by all means.
2) No Breaking Epoch Code - Do not break our code, leave it be please until we release the final version. For a good reason, do you want to support changes in your mission every time we update the mod ?
3) Work with us, not against us. If it is in the Mod, we have done it that way for a reason, that reason is usually performance or for a better player experience. For example, don't try to 'find ways around' our server clean-up.The next update will almost certainly break your fix. We are always striving to improve and are open to suggestions.
4) All are welcome, respect others please.
5) Mission files etc. - Give credit for sources of your work.
Guidelines:
1) DO NOT pander to your players - This is a survival experience ! Before giving in and making it easy for them, think how you can make them earn it and want it, and please make it painful, maybe a sea of sappers, just a suggestion.
2) Keep it clientside as much as you can. Not sure ? See Rule 3

So, currently I have a perfectly clean (minus AdminTools) MPMissions folder for Napf, and I'm attempting to use a custom loot table using the lines:
DZE_MissionLootTable
#include "customloot\CfgBuildingLoot.hpp" //Overpoch Custom Loot
problem is, when I load into my server, I get to the admin login/mission start screen. As soon as I hit "OK", the DayZ Epoch logo comes up, the loading bar loads fully, then it pauses at that screen indefinitely, like this:
http://tinypic.com/r/3355dep/8
that's a photoshopped image, but you get the idea.
My server RPT then says this:
18:45:06 Error in expression <nd (((_itemChances select _l) select 1) * 100);
for "_k" from 0 to (_weight - 1)>
18:45:06 Error position: <* 100);
for "_k" from 0 to (_weight - 1)>
18:45:06 Error *: Type String, expected Number
18:45:06 File z\addons\dayz_code\init\loot_init.sqf, line 85
So, i do some programming, I get the error, but is there a way to fix at that is more simple than commenting out the code or anything? Or a way of changing the variable that is a string but should be a number?
I'll try commenting it out and report back, but I don't think it'll help...
Thanks, all!
FIXED:
wangtangnoodle, on 27 Jun 2014 - 10:21 PM, said:
found this quote from:
Cheers!